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23 Jun 2024 16:09:00 EDT (-0400)
  Ocean (Message 42 to 51 of 71)  
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From: Alain
Subject: Re: Ocean
Date: 4 Apr 2016 17:42:02
Message: <5702dfaa@news.povray.org>
Le 16-04-03 04:18, Stephen a écrit :
> On 4/3/2016 7:54 AM, Thomas de Groot wrote:
>>
>> I may be missing something here, but is animation not very easy? just
>> rotate the inner cylinder. Essentially, the whole structure consists of
>> two moving semitransparent, superposed, image_maps.
>>
>>
>
> Probably not. But it is mumble, mumble years since I have seen one and
> was not sure how the effect was created. I thought that the glass
> cylinders might have been moulded to give local lenses on the inside.
>
> Will the illusion work with computer graphics using planer images?
> What sort of masking is needed for the images and what frame rate to
> use? These questions I will need to find an answer to.
> I think that this might distract me from Elite Dangerous, for a while. :-)
>

The inner, rotating, cylinder have transparent and diffuse areas.
The transparent areas can be coloured, as can the diffuse areas.
The light used is usualy a standard light bulb. If the distance between 
the inner and outer cylinders is small, a frosted bulb is used, and a 
clear one if the distance is large. This is to provide softer shading.

It can easily be done with a computer using planar image in several ways.
You can have the shading image with no_image set between the light and 
the image.
You can use back side illumination that replicate the actual device.
You can use a blurred image that is to be layered with the base image.
There are probably other ways to acheive the same effect.


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From: Thomas de Groot
Subject: Re: Ocean
Date: 5 Apr 2016 02:48:41
Message: <57035fc9@news.povray.org>
On 4-4-2016 14:58, Stephen wrote:

> Proof of concept.
> It needs more work on the inner cylinder* and the masking.
> It is short and cyclic. Probably better to download it and watch it
> looping.
>
> https://youtu.be/21Tb8_HIDp8

Yes, that looks like it I believe.

-- 
Thomas


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From: Stephen
Subject: Re: Ocean
Date: 5 Apr 2016 04:54:06
Message: <57037d2e$1@news.povray.org>
On 4/4/2016 10:42 PM, Alain wrote:
>> Will the illusion work with computer graphics using planer images?
>> What sort of masking is needed for the images and what frame rate to
>> use? These questions I will need to find an answer to.
>> I think that this might distract me from Elite Dangerous, for a while.
>> :-)
>>
>
> The inner, rotating, cylinder have transparent and diffuse areas.
> The transparent areas can be coloured, as can the diffuse areas.
> The light used is usualy a standard light bulb. If the distance between
> the inner and outer cylinders is small, a frosted bulb is used, and a
> clear one if the distance is large. This is to provide softer shading.
>

Thanks for the reply, Alain. What you've said makes perfect sense.


> It can easily be done with a computer using planar image in several ways.
> You can have the shading image with no_image set between the light and
> the image.
> You can use back side illumination that replicate the actual device.
> You can use a blurred image that is to be layered with the base image.
> There are probably other ways to acheive the same effect.

Interesting techniques. I used a mask made from the shape of the sea to 
restrict the area that had movement. Some areas of the sea looks fine 
but others look wrong. So I started to make additional masks but my 
image editing s/ware is so old (Paintshop Pro 7) it is too tedious to 
continue.
I am happy to know it can be done, though.


-- 

Regards
     Stephen


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From: Jaime Vives Piqueres
Subject: Re: Ocean
Date: 5 Apr 2016 06:11:49
Message: <57038f65@news.povray.org>
El 31/03/16 a las 20:35, Jaime Vives Piqueres escribió:
> P.S.: The foam is still on the making...

    After a lot of failed attempts with different techniques to place the
foam on the crests edges, I figured out the solution would be to use the
proximity macro by Samuel Benge. Here is attached the first try using
Nest_Prox()... still needs work.

--
jaime


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Attachments:
Download 'ocean-14.jpg' (134 KB)

Preview of image 'ocean-14.jpg'
ocean-14.jpg


 

From: Thomas de Groot
Subject: Re: Ocean
Date: 5 Apr 2016 07:53:53
Message: <5703a751@news.povray.org>
On 5-4-2016 12:11, Jaime Vives Piqueres wrote:
> El 31/03/16 a las 20:35, Jaime Vives Piqueres escribió:
>> P.S.: The foam is still on the making...
>
>     After a lot of failed attempts with different techniques to place the
> foam on the crests edges, I figured out the solution would be to use the
> proximity macro by Samuel Benge. Here is attached the first try using
> Nest_Prox()... still needs work.
>

Good thinking Jaime! That is very good looking.

Something I remember from my days at sea is that sometimes, a given part 
of the wave became temporarily (less than a minute) an almost perfect 
surface without irregularities and with a high transparency. Not a hint 
to you but just something I remember, in particular from the North Sea. 
I crossed the Southern Atlantic and criss-crossed the Antarctic waters 
(on the Polarstern) but I do not remember that from over there.

-- 
Thomas


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From: And
Subject: Re: Ocean
Date: 6 Apr 2016 10:25:00
Message: <web.57051bd842d9a4ac3feafd5e0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> El 01/04/16 a las 22:45, Sven Littkowski escribió:
> > This is the most realistic ocean I have seen so far! Will you
> > publish the scene source code?
>
>    Thanks... of course, sources will be published once I finish fiddling
> with it.
>
> > Just the sky is pink and some dust does not allow to see very far, so
> > it seems.
>
>    Well, the sky is from CIE_Skylight.inc, and yes, I've never been very
> satisfied with the pinkish coloring at horizon. On the first image is
> less noticeable as I lowered the white point to 4000K.
>
>    The dust/haze is on purpose, to hide the fact that the sea is a mesh
> with a finite resolution.
>
> --
> jaime

I'm developing a skylight generator to produce pre-traced image map. Maybe it
can help that.


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From: Jaime Vives Piqueres
Subject: Re: Ocean
Date: 6 Apr 2016 11:35:36
Message: <57052cc8@news.povray.org>

> I'm developing a skylight generator to produce pre-traced image map.
> Maybe it can help that.

   It could be interesting, indeed. CIE_Skylight.inc has also a problem
where seams between dome triangles are sometimes visible...

   Your generator is POV-Ray SDL or an external program?

--
jaime


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From: And
Subject: Re: Ocean
Date: 6 Apr 2016 12:10:01
Message: <web.5705346d42d9a4ac3feafd5e0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

> > I'm developing a skylight generator to produce pre-traced image map.
> > Maybe it can help that.
>
>    It could be interesting, indeed. CIE_Skylight.inc has also a problem
> where seams between dome triangles are sometimes visible...
>
>    Your generator is POV-Ray SDL or an external program?
>
> --
> jaime

POV-Ray SDL. I use many functions() to simulate the ray-tracing of the sky.


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From: Jaime Vives Piqueres
Subject: Re: Ocean
Date: 6 Apr 2016 12:20:39
Message: <57053757$1@news.povray.org>

> POV-Ray SDL. I use many functions() to simulate the ray-tracing of the sky.

   That's nice... I'm looking forward to it being released.

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Ocean
Date: 7 Apr 2016 03:17:21
Message: <57060981@news.povray.org>
El 05/04/16 a las 12:11, Jaime Vives Piqueres escribió:
> ... still needs work.

   Well, the proximity pattern is still not what I really need, but gets
close. Unfortunately it really makes the render much slower (x4)...
luckly I'm using a mesh: with an isosurface this would have taken almost
2/3 days.

--
jaime


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Attachments:
Download 'ocean-15e.jpg' (101 KB)

Preview of image 'ocean-15e.jpg'
ocean-15e.jpg


 

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